Thursday, November 21, 2024
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decision – Ugly output with openGL


I simply began to check openGL and I wrote this “Hey World” program to attract a triangle.

#embody 

int important(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1; 

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 640, "Hey World", NULL, NULL);
    if (!window)
    {
        glfwTerminate(); 
        return -1;
    }

    /* Make the window's context present */
    glfwMakeContextCurrent(window);
    
    /* Loop till the person closes th e window */
    whereas (!glfwWindowShouldClose(window)) 
    {

        /* Render right here */
        glClear(GL_COLOR_BUFFER_BIT);

        glBegin(GL_TRIANGLES);
        glVertex2f(-0.5f, -0.5f);
        glVertex2f( 0.0f,  0.5f); 
        glVertex2f( 0.5f, -0.5f);
        glEnd();

        /* Swap back and front buffers */
        glfwSwapBuffers(window);

        /* Ballot for and course of occasions */
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

The issue is that I do not just like the output because it appears to not match the decision of my display. The next photos evaluate the output that I receive by operating the code above and a reproduction that I draw utilizing inkscape.

enter image description here

enter image description here

As you may see, the diagonal edges of the triangle generated with openGL should not as clean as those of the triangle generated with inkscape. I am surprise if there’s a approach to repair this drawback. Be aware that I am an absolute newbie, in order that I am not a lot within the answer, however moderately I simply wish to know if sooner or later I will repair the issue.

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